fix for incorrect spirv shader compiler behaviour (glitchy tessellation, in/out mapping mismatches)
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@@ -318,6 +318,10 @@ struct PixelInput
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uint poi : INSTANCEPOINTER;
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#endif // OBJECTSHADER_USE_INSTANCEINDEX || OBJECTSHADER_USE_DITHERING || OBJECTSHADER_USE_CAMERAINDEX
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#if defined(PREPASS) && !defined(OBJECTSHADER_COMPILE_MS)
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uint primitiveID : PRIMITIVEID;
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#endif // defined(PREPASS) && !defined(OBJECTSHADER_COMPILE_MS)
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#ifdef OBJECTSHADER_USE_UVSETS
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float4 uvsets : UVSETS;
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#endif // OBJECTSHADER_USE_UVSETS
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@@ -339,10 +343,6 @@ struct PixelInput
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half4 color : COLOR;
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#endif // OBJECTSHADER_USE_COLOR
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#if defined(PREPASS) && !defined(OBJECTSHADER_COMPILE_MS)
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uint primitiveID : PRIMITIVEID;
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#endif // defined(PREPASS) && !defined(OBJECTSHADER_COMPILE_MS)
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#if !defined(OBJECTSHADER_COMPILE_PS) && !defined(OBJECTSHADER_COMPILE_MS)
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#ifdef OBJECTSHADER_USE_RENDERTARGETARRAYINDEX
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uint RTIndex : SV_RenderTargetArrayIndex;
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